Psyche & Vitality
A Player Character's Maximum Psyche and Maximum Vitality are determined by adding up all of the Maximum Points offered by three variables: their Origin, their Path, and their Profession. Each Character begins with a Maximum Psyche and Vitality of 1, and the numbers listed for their Origin, Path, and Profession are simply added on top. During creation, players can purchase Qualities to raise or lower these values by ~1. And while it is possible that game play may modify these values, at present there are no plans to allow the "purchase of additional Vitality" and such with CP—what you see is more or less what you get for the duration.
Regarding Origins: Origins are Traits that Players choose when creating their Characters. Functionally, this means that they don't do much in general, but occasionally you may see a tag which says "Requires: (Origin)." For example, a tag taped to a book's cover might say "Requires: Clergy," which would indicate that only Characters with the Clergy Origin have the required knowledge to understand the book.
Path | Psyche | Vitality |
---|---|---|
Banner | 1 | 1 |
Chalice | 2 | 0 |
Dagger | 2 | 0 |
Lance | 1 | 1 |
Shield | 0 | 2 |
Sword | 0 | 2 |
Profession | Psyche | Vitality |
---|---|---|
Academic | 2 | 0 |
Alchemist | 1 | 1 |
Assassin | 1 | 1 |
Brigand | 0 | 2 |
Cantor | 2 | 0 |
Chirurgeon | 2 | 0 |
Claviger | 0 | 2 |
Dragoon | 1 | 1 |
Hunter | 1 | 1 |
Necromancer | 2 | 0 |
Smith | 0 | 2 |
Soldier | 0 | 2 |
Troubador | 1 | 1 |
Warlock | 2 | 0 |
Origin | Psyche | Vitality |
---|---|---|
Clergy | 2 | 0 |
Martial | 0 | 2 |
Noble | 1 | 1 |
Outlaw | 0 | 2 |
Scholar | 2 | 0 |
Tradesperson | 1 | 1 |
So, by way of example, a frontline medic (a Chalice/Soldier), who is a grizzled veteran (Martial Origin) would have a Maximum Psyche of 3 and a Maximum Vitality of 5.